Weapon and Armor Proficiencies: A Vast is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of Vast and cannot be changed.

Vasts are also proficient with light armor, medium armor, and with shields (but not tower shields).

Axioms: Death is inevitable.
Death is a part of life. It is not an ending, but a beginning; not a punishment, but a necessity.
Death is an orderly process, without deceit, concealment, and randomness.
No one should ever die alone.
Help others die with dignity at their appointed time, and no sooner.
Honor the dead, for it is their lives and deeds that gave us the world we live in today. Forgetting them is to forget where we are now, and why.

Aura: You emit an aura of goodness.

Soul Bound: At 1st level, Vasts form a powerful bond with an object. A bonded object is an item a Vast uses to channel their goodness.

Vasts begin play with a bonded object at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a Vast attempts to cast a spell or channel energy without his bonded object worn or in hand, he must make a Wisdom check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used to store any one spell that the Vast knows and is capable of casting. It can then be used to cast said spell. This spell is treated like any other spell cast by the Vast, including casting time, duration, and other effects dependent on the Vast’s level. This spell cannot be modified by metamagic feats or other abilities. The first spell is stored upon creation. Another spell cannot be stored in the bonded item until the one currently stored is expended. Storing a spell takes one hour.

A Vast can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a Vast with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the Vast who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the Vast slays or heals another creature. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gold pieces per Vast level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A Vast can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Spellcasting: A Vast casts divine spells that are drawn from the Vast spell list presented in Spell Lists. A Vast must choose and prepare her spells in advance. To prepare or cast a spell, a Vast must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Vast’s spell is 10 + the spell level + the Vast’s Wisdom modifier. Like other spellcasters, a Vast can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table below. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Vasts meditate for their spells. Each Vast must choose a time when she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells. A Vast may prepare and cast any spell on the Vast spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Positive Energy: Regardless of alignment, any Vast can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Vast. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two Vast levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the Vast’s level + the Vast’s Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A Vast may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A Vast can choose whether or not to include herself in this effect. A Vast must be able to present her holy symbol to use this ability.

Spontaneous Casting: A Vast can channel stored spell energy into healing spells that she did not prepare ahead of time. The Vast can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

A Prayer For the Undying: Starting at 1st level, a Vast can summon Deathless (as per the spell Summon Monster) as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. He may only summon Deathless in this manner; no other monster can be summoned in this fashion. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful Deathless (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the Vast must pay any required material components. A Vast cannot have more than one summon Deathless or gate spell active in this way at one time. If this ability is used again, any existing summon Deathless or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Rebuke Death: You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two Vast levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Bonus Feat: You may take Channel Smite, Command Deathless, Extra Channel, Improved Channel, or Selective Channeling as a bonus feat.

Deathwatch: You gain a constant deathwatch effect as a supernatural effect. Dispel magic cannot cancel this effect, but will suppress it for 1 minute per spell level of the dispel used if failing the saving throw. Activating or deactivating this ability is a swift action.

Negative Energy Resistance: You gain a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.

Consecrate: You exude an aura of goodness and positive energy. Your aura now also acts exactly as the consecrate spell constantly centered on you, with a caster level equal to your own.

Sacred Touch: As a standard action, you may automatically stabilize a dying creature merely by touching it. You may use this effect as many times as you wish.

Death Ward: You gain a constant death ward effect as a supernatural effect. Dispel magic cannot cancel this effect, but will suppress it for 1 minute per spell level of the dispel used if failing the saving throw. Activating or deactivating this ability is a swift action.

Hallow: Your aura now also acts exactly as the hallow spell effect constantly centered on you, with a caster level equal to your own.

Substitute Silver: You are capable of using your own innate power of the Deathless to animate them instead of relying on silver ingots. You no longer require material components when summoning Deathless.